Units

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Revision as of 08:39, 8 February 2022 by RhoninMagus (talk | contribs) (Created page with "{{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}} {{HeaderTemplate |welcome=Units }} There are many different classifications and styles of units, all of which are of crucial importance to a nation. In spite of their differences, there are a number of attributes and statistics all units share. {{SectionTemplate |h=h1 |title=Overview |content= [[File:Unit Information 2.png|border|center]...")
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Units

There are many different classifications and styles of units, all of which are of crucial importance to a nation. In spite of their differences, there are a number of attributes and statistics all units share.

Overview

Unit Information 2.png

An example of each option is given by matching the number above to one of the numbers below.

1 Unit Traits 2 Unit Display 3 Equipped Weapons / Armor 4 Unit Name
5 Unit Stats 6 Unit History 7 Known Spells 8 Current Enchantments
9 Encumbrance 10 Unit Details Pane 11 Equipment Pane 12 Trade / Shop Window

Traits
The most defining characteristics of any unit are usually their Traits. Traits are special bonuses, stats and abilities that any unit can possess. They are visible both on the unit info pane and the unit details screen and are easily recognized by their unique icons. While any unit can have Traits, different traits are restricted to certain types of units and they can be gained in a variety of ways.

Unit Attributes
Beyond Traits, there are core attributes that every unit shares.

  • Level - All units in the game can gain experience by defeating other units in combat. As they do they will eventually gain levels, increasing their combat effectiveness. While all units get more powerful as they level, some increase in strength much quicker than others.
  • Race - The race of a unit is very important. All of the playable races in Fallen Enchantress have a Trait they confer to a unit, which can be viewed on the unit details screen. While the creatures of the world don’t get special Traits based on their race, it is still important to consider what race they are in certain situations. For instance, there are Traits that increase a unit’s combat effectiveness versus a specific race of monsters; recognizing these advantages can turn the tide in a battle.
  • Wages - Wages are the amount of Gildar that must be payed to a unit every turn in order to retain its services. It should be noted that Sovereigns and creatures recruited from the wild are unique in that they do not require wages.
  • History - Most units have a unique history chronicling their journey through the ages. This can be a great source for more of the lore and depth of the world.
  • Moves - Moves represent the number of tiles a unit can move in a single turn, both in the strategic game world and in tactical combat. Some terrain is easier or harder to walk through than others. As a result, one may be able to move more or less spaces depending on where they are.
  • Attack - Attack is the total damage a unit can do with a standard attack. Note that in combat the actual damage will be in a random range up to the maximum Attack and reduced by the enemy’s Defense.
    • Attack types - Beyond your total Attack, it is very important to consider the different types of attack that make up each strike. Hovering over a unit’s attack will give you a breakdown of the different types of damage that will be done. The icon for a unit’s Attack will change based on what its primary damage type is as a shortcut. Different types of attacks can be reduced by different means, so you will want to keep an eye out for favorable matchups.
  • Defense - Defense is a measure of how much protection a unit has against all physical attacks. It’s important to understand that Defense is not flat damage reduction. While one will take less damage as its Defense increases, it will not always scale directly and instead depends on the Attack values of the opponent.
    • Defense types - Beyond the normal reductions Defense provides to all physical attacks, some units have further defense bonuses against specific types of attacks. When a unit has defense bonuses of this nature their Defense icon will glow green; to get about more information about their specific defensive breakdown one can hover over that unit’s Defense value. Units that have bonuses against blunt or cutting attacks will use their increased defense value when fighting units with those corresponding attack types. Magical damage types cannot be reduced by Defense.
  • Hit Points - Hit Points are the measure of how much punishment a unit can take before dying. When damaged, a unit will heal a certain number of Hit Points every season up to its maximum value. As units gain more levels their Hit Points will increase.
  • Initiative - Initiative dictates the speed at which units take actions in battle. The higher a unit’s Initiative, the more frequently it will act.
  • Accuracy - Accuracy is the percentage chance a unit has to hit another unit with a physical attack in combat. Even if a unit has an accuracy over 100%, it could still miss occasionally because of its target’s Dodge value.
  • Dodge - Dodge is the percentage change a unit has to completely evade a physical attack in combat. When a unit is attacked, the actual chance it will be hit is the attacking unit’s Accuracy minus the defending unit’s Dodge.
  • Crit Chance - Critical chance is the percentage of the time a unit attacks that they will inflict a critical hit. Critical hits do double the damage of normal attacks. There are some ways to increase the damage of critical hits even further.
  • Elemental Resistances - Units have a different resistance stat for each elemental damage type in the world. The amount of resistance a unit has to a specific damage type is a percentage reduction of all damage taken of that type. While Defense does not reduce elemental damage from standard attacks, the elemental resistances will still apply and reduce that damage.
  • Spell Mastery - Spell Mastery functions as your accuracy with spells. While a number of spells hit no matter what, those that are marked as “resistible” must first make a spell attack roll in order to hit. In these cases, the casting unit’s Spell Mastery is the percentage chance that it will hit and reduced by the defending unit’s Spell Resist.
  • Spell Resist - Spell Resist functions as dodge for spells. While a number of spells hit no matter what, those that are marked as “resistible” must first make a spell attack roll in order to hit. In these cases the defending unit’s Spell Resist is subtracted from the casting unit’s Spell Mastery to determine the chance a spell hits.
  • Encumbrance - Encumbrance is a measure of how weighed down a unit is by the equipment it is wearing. Every unit has a maximum amount of weight they can equip at any given time, which can be increased with Traits. As units equip heavier gear they become more and more encumbered, giving them penalties to their Initiative values.
  • Threat Level - Threat Level is a culmination of all of a unit’s other stats simplified into a basic descriptor of that unit’s combat ability. It takes into account spells and special abilities in addition to base statistics, and should be the first indicator of how dangerous a threat is. Threat levels are not always going to reliably tell the outcome of a potential battle.

Champions

Sovereigns

Trained Units